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- Ver 1.15.1
- - Fixed accidentally assigning Underdeveloped's stat bonuses to Overdeveloped.
- - Moved how to read abilities to the front and re-arranged it to (hopefully) be clearer.
- - Added some page references for aid in navigation.
- - Reworded a few perks with specifics in fluff text taken from the CYOA to be less specific.
- The intent was to, alongside with specifying the fluff text to be non-binding, give a
- guideline rather than enforce some arbitrary limits. Unfortunately, this backfired.
- Specifics originally kept in AMGC that were given better fluff descriptions still remain.
- - Re-adjusted A Way Out fluff to have any connection at all to its mechanics.
- - Interdimensional Tourist attack dice raised to 10 (from 8) to comply with the base dice
- change.
- - Wrote in that defenses can partially work against an attack even if they don't fully
- succeed. Somehow, I managed to forget this.
- Ver 1.15
- [Basic Mechanics]
- - Rolls are made with a base 2 dice.
- (12 yes, 2 no)
- - Specializations no longer grant stat bonuses. Instead, if you would have gained the bonus,
- you receive +4 stat points to be distributed as you choose.
- (13 yes, 1 no)
- (9 for Specialization, 2 other)
- - Increases to the Aid Another bonus are now worded as relative changes rather than replacements.
- (14 yes, 0 no)
- - Surprise Rounds are now defined as occurring when one side initiates combat while the other
- is unaware. Each combatant in the Surprise Round can take a single action total; following that,
- initiative is rolled as normal.
- (14 yes, 0 no)
- - Pursue reverted to an AGI-based roll.
- (7 yes, 5 no)
- - Disengage is now an Other Action. Boosts to Defensive rolls apply to it.
- (12 yes, 0 no)
- - 'Concession' narrative mechanic added, based on the same thing from the Fate TTRPG.
- (11 yes, 0 no)
- [Powers]
- - Killing Blow's defensive penalty now lasts for half the multiplier in rounds, rounded up.
- (15 yes, 1 no)
- (12 for Round Up)
- - Prime of Your Life's increased stats explicitly give resources that are used before your
- normal counts.
- (13 yes, 2 no)
- - Prime of Your Life's activation changed to being a free action.
- (9 yes, 0 no)
- - Regeneration's optional healing now spends 1 MP for +1 HP, reduced from 2 MP.
- (13 yes, 2 no)
- - Scrying gains the following ability, used at the cost of 1 FP:
- "At the start of each encounter, roll 7d10. Once during that encounter, after
- seeing the result of any roll, you can replace that roll with your previous
- 7d10. Any success bonuses such as FP still apply."
- (7 yes, 3 no)
- (4 for Keep Old Bonus, 2 other)
- [Weapons]
- - As an action, characters with two weapons (Gold option) can make one attack
- from each weapon at a -1 die penalty to both.
- (8 yes, 1 no)
- [Perks]
- - Blood Magic now cannot pay for abilities that directly regain HP.
- Indirectly regaining HP as part of the same ability, such as lifestealing, is allowed.
- (16 yes, 1 no)
- - Dual Weapon can now swap between types as a free action, once per turn.
- Doing so applies a -1 penalty to your next attack with the weapon after
- swapping.
- (8 yes, 4 no)
- - Defender (perk) now allows maintaining cover on +1 ally as a free action.
- (14 yes, 2 no)
- [Other]
- - Guidelines for combat preparation added.
- (11 yes, 0 no)
- - Inherently inclusive flavor text on the nature of magic added.
- (7 yes, 2 no)
- - PDF redesigned for streamlining, readability, and filesize optimization.
- (9 yes, 2 no)
- [Clarifications]
- - Melee All-Out defensive debuff explicitly lasts for the round after use.
- - Coin amounts for new characters are clearly defined at the start.
- - Other Attacks explicitly roll with the weapon they're preformed with.
- - Pin Down's mechanics explicitly declare breaking out does not take the
- penalty from being Pinned Down.
- - Teleportation's reactive option no longer references 'action'.
- - Increased focus on that the initiator of an action wins ties by default.
- [Failed Votes]
- - 'One Trick Pony' perk not added.
- (2 yes, 11 no)
- - Regeneration does not lose its MP recovery.
- (2 yes, 11 no)
- Ver 1.14.1
- - No actual changes, just correcting stuff that wasn't put in properly.
- Ver 1.14
- - Magical Missile's damage increased to 2.
- (18 for, 0 against)
- - Disarm allows target to re-arm and attack in the same action at a -2 penalty.
- (11 for, 3 against)
- - Perception changed from a d20 roll to an Exalted-style roll with 4 base dice,
- which now counters Hide rolls.
- All options with +5 Perception instead give +2 dice; options with +10 give +2 successes.
- Options that give less than +5 Perception should be considered to give +1 die.
- (13 for, 1 against)
- (3 base dice: 2 for, 5 against)
- - Pursue is now its own dedicated roll using the higher of AGI or STR. Opposes Disengage
- and Flee. Any effects only boosting Pursue vs. a certain type of roll still only boost
- that type of roll.
- (11 for, 1 against)
- (Allow VIT: 6 for, 11 against)
- - Fatigue for repeated move actions not added.
- (Restrict: 6 for, 6 against, 1 abstain)
- (Penalize: 0 for, 8 against)
- (VIT scaling: 4 for, 3 against - requires one of the above to pass)
- - AMGC combat overhaul proposal ( https://titanpad.com/MWw4SHwvqg ) remains out for testing, and
- may receive its own vote at a later date.
- (3 for, 11 against)
- - Bronze coins can add +/- 1 to a perk roll. All uses of bronze coins that add or subtract
- now loop.
- (18 for, 1 probably for, 0 against)
- - Silver coins can swap two perks with any two others instead of one.
- (13 for, 2 against, 2 abstain)
- - Dual Weapon now adds one stat from the weapon's second type like the CYOA. Stats do not
- change when swapping between weapons.
- Also, prevent Precision on dual weapons, because it slid in as part of this rather
- than getting a separate choice.
- (16 for, 0 against, 1 abstain)
- (Counts as both modes for spells: 5 for, 9 against)
- - Monstrous Metamorphosis now provides +1 STR or VIT passively.
- Also, lower the chance of losing control to about 30%, because it slid in as part
- of this rather than getting a separate choice.
- (11 for, 5 against, 1 abstain)
- (20% control loss rate: 2 for, 10 against, 1 shitpost that's probably no)
- - Natural Aging now provides +2 Mana.
- (14 for, 1 against, 1 abstain)
- - Martial Training now provides a +1 die bonus to perform Pin Down actions.
- (11 for, 2 against)
- It also provides a +1 bonus to resist Pin Down actions.
- (Defense boost: 8 for, 1 against)
- - Fated remains unable to interact with Fortune Points.
- (5 for, 7 against)
- - Fix-It Band-Aids now recover one of: "1 soak, 2 HP, 2 MP" instead of 1 of any resource.
- (12 for, 2 against)
- - Memory Link allows learning a spell from another character, once per day, which lasts
- for one casting. All prerequisites apply as normal.
- (8 for, 5 against)
- - Astral Projection has no distance limit but can be blocked by magical wards.
- (9 for, 3 against)
- It also permits crossing into other realms in spirit form.
- (8 for, 1 against, 1 abstain)
- It does not allow draining resources.
- (0 for, 12 against)
- - #&$*?!? does not allow silencing enemies.
- (Free action: 2 for, 12 against)
- (Normal action: 6 for, 8 against, 1 disconnect before the vote could be finished)
- - Blood Magic remains as is.
- (2:1 HP:MP ratio: 3 for, 11 against, 1 abstain)
- (Action to convert HP to MP: 4 for, 6 against, 1 abstain)
- (1:1 ratio that reduces HP to regain MP the next turn: 1 for, 7 against, 1 abstain)
- - Mystic Artifact's defensive bonus is not reduced by 1.
- (4 for, 6 against, 1 abstain)
- - Big Backpack and Hammerspace Handbag remain as normal, and are not fused.
- (2 for, 12 against, 1 probably against, 1 abstain)
- - Ojou-Sama and Money remain as normal, and are not fused.
- (0 for, 15 against)
- - Watcher perk slated for removal. It will remain in until a replacement is chosen or the decision
- is reversed, whichever comes first.
- (10 for, 6 against)
- (Refluff if not removed: 11 for, 0 against)
- - Closure remains unremoved.
- (4 for, 12 against, 2 abstain)
- It is slated to gain bonuses against detection via Third Eye or Scrying. It will remain as is
- until any mechanics are chosen for this or the decision is reversed, whichever comes first.
- (4 for, 3 against)
- - Fake Parents remains unremoved.
- (1 for, 15 against, 2 abstain, 1 disconnect before the vote could be finished)
- - Mirror Move now clarifies the reflected attack does not have to be successful against the user.
- (14 for, 0 against)
- - Aerodynamic now gives +2 to Dash instead of +1.
- (12 for, 0 against)
- - Duelist now gives a +1 bonus to the first attack made next turn after parrying successfully.
- Once per round.
- (10 for, 2 against)
- - Master of Battle now provides access to Unarmed One-Two, Trip, and Dash.
- (13 for, 2 against, 1 disconnect before the vote could be finished)
- - High Ward now gives a +1 bonus to the first attack made next turn after sundering successfully.
- Once per round.
- (11 for, 0 against)
- - Precision remains as is.
- (Dash STR/spell stat AGI: 5 for, 8 against)
- (Defender can shield: 2 for, 9 against)
- - Empowered removed.
- (6 for, 4 against)
- - Recoil does not gain an additional +1 to Disengage.
- (6 for, 6 against)
- - Quickdraw now also gives +2 to Initiative.
- (11 for, 1 against)
- - Good Fortune now restores 1 FP per 4 turns.
- (10 for, 1 against)
- (1/3 turns: 0 for, 5 against)
- - Shielder now also gives +1 MP.
- (13 for, 0 against)
- - Lucky Charm does not have its bonus to FP reduced by 1.
- (1 for, 11 against)
- - Quick Dash keeps its Disengage bonus.
- (4 for, 5 against)
- - Determination remains a standard enhancement rather than being automatic.
- (2 for, 12 against)
- - Hammerspace now actually does anything.
- (11 for, 1 against)
- - Killing Blow remains a standard power rather than being automatic.
- (1 for, 14 against)
- - Tentacles remain untargetable.
- (4 for, 7 against, 1 abstain)
- - Third Eye and Scrying do not have any swapped functions.
- (3 for, 7 against, 1 abstain)
- - Avatar allows casting at up to MAG 8 for all specs, but does not allow using other specs' passives.
- (10 for, 1 against)
- (4 at 12: 4 for, 5 against)
- Ver 1.13 (Post-Tuner)
- - Tuner perk removed
- - Living Weapon perk added
- Ver 1.13
- - (Updated after discussion in chat as well as on https://titanpad.com/1-13ReleaseCandidate)
- - Minor formatting changes.
- - Fixed various typos.
- - Removed a section of old front-page banter.
- - Clarified the Bronze option for powers.
- - Clarified the Bronze option for perks.
- - Clarified the Defensive Rolls that work against Unarmed attacks.
- - Determination clarified to operate once per encounter.
- - Removed Cup and Coin as a safe zone per Wander's request. Replaced it with the Prisma Lantern. :)
- - Clarified interaction between Nullification and Twin Soul.
- - Removed the second Twin Soul getting an extra power of their own.
- - Clarified interaction between Nullification and Duplication.
- - Voted and Done:
- - Removed option to use VIT to attack with mundane weapons.
- - Removed option to use MAG to attack with mundane weapons.
- - Beast LCK bonus switched to AGI.
- - Shield defends against Ranged attacks.
- - Disengage can now be opposed with either STR or AGI rolls.
- - You may not take a move action and disengage on the same turn.
- - Avenger clarification.
- - Switched Twin Soul and Familiar.
- - Changed Familiar.
- - Combined Allies and Big Friends into a single perk, Ally.
- - Added Power Artifact.
- - Overcity Shift buff.
- - New weapon enhancement: Precision weapon
- - Overhauled hardlight.
- - Cover buff.
- - Added a new VIT defense roll, Tough It Out.
- - Added a new protective action, In Your Face.
- - Pin down handled all at once, only one roll to defend.
- ***
- - References to "retreat" replaced with disengage.
- For this change I felt it was best to pay attention to context and avoid obvious redundancy. For example, we see in the Ranged Recoil section of 1.12 that a bonus is given to disengage and retreat. It's obvious that the second bonus is not intended to apply to disengage, but rather flee. Therefore I went with flee. I then extended that to the parallel bonuses of Aerodynamic.
- Overall, on a more careful reading of instance I felt that almost every one was actually intended to refer to flee. I am open to community disagreement on this; I'll change them all to disengage if people really want me to. However, I'm confident that other careful readers will come to the same conclusion.
- ***
- - Not Done:
- - Remove Tuner Perk (Because I'm waiting for a replacement to be decided on. When that happens, I will release a 1.31 update.)
- Ver 1.12
- - Training perk reworded for clarification
- (5 for, 0 against)
- - Wood spec renamed to Plant for consistency
- (5 for, 0 against)
- - Corrupted characters can still purify.
- (3 for, 2 against)
- This change had every right to go through, but I don't feel comfortable with going forward with it without more
- of a support ratio due to the narrative impact on players. Consider my vote switched from for to against for now;
- I'm working on the overhaul Wander mentioned wanting in his comments. - Zene
- - Leitmotif now gives +3 automatic successes to one attack per encounter.
- (5 for, 0 against)
- - HP remains unchanged.
- (2 for, 3 against)
- - Standard Recharge no longer prevents the use of Shield. Double Recharge no longer prevents the use of spellcasting.
- (4 for, 0 against, 1 suggestion)
- - Mana Channel now allows giving up to 2 of your mana to an ally when aiding rather than being its own action.
- (4 for, 0 against)
- - All artifacts are now explicitly free actions to use, OpT. Healing Artifact's MP:HP ratio changed to 2:3.
- (7 for, 0 against)
- - Out-of-costume stat bonuses carried over from the CYOA and partially integrated with AMGC-exclusive perks.
- (5 for, 0 against)
- - Patron perk switched with Overcity Shift and rewritten for compatibility with the CYOA.
- (4 for, 1 against)
- - Soul Gems remain as is.
- (2 for, 4 against)
- Ver. 1.11
- - Pointbuy now gains 3 free-select perks instead of two.
- (3 for, 0 against)
- - Defensive dice are only granted on even-numbered stats instead of odd-numbered ones.
- (4-5 for, 0-1 against)
- - Shred has been removed.
- (5-6 for, 2-3 against, 0-2 suggestions)
- - Multitargeting rules have been rewritten for clarification.
- (3 for, 0 against, 1 unrelated suggestion)
- - Soak rules have been rewritten for clarification.
- (5 for, 0 against)
- - Dual Weapon remains unchanged. The perk and its relationship with using a gold coin to gain a second weapon will be examined and discussed further.
- (1 for, 1 against, 4 suggestions)
- - Awareness has been rewritten for clarification and additionally been given +1 AGI, +5 Perception.
- (5 for, 2 partially for, 0 against)
- - Gifted has been rewritten for clarification.
- (4-5 for, 0 against, 0-1 suggestion)
- - Mundane weapons and the Hammerspace power remain unchanged. Both are being given more time to attempt a more thorough rework, as that is what everyone commenting on it has expressed a desire for.
- (1 for, 0 against, 3 suggestions)
- - The Tentacles power has been rewritten for clarification and nerfed.
- (3-5 for, 0 against, 0-2 suggestions)
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